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The Port of the brutal doom revenant launchers

  • BFG Major Mike
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1 year 2 months ago #1 by BFG Major Mike
The Port of the brutal doom revenant launchers was created by BFG Major Mike
Hello everyone I'm trying to make a port of the hellish revenant launchers from realm667, i've got the normal firing state done and working, but I want to add a third alt fire state where you can fly and still shoot, and the normal alt fire wont work, does anyone want to help

Also here's the wad file:
https://drive.google.com/file/d/1iSA4gkMqdcI3LfrPkLbWAF6aYp_ZppKd/view?usp=sharing

(This is not a submission)

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  • WimpyDoomguy
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11 months 2 weeks ago - 11 months 2 weeks ago #2 by WimpyDoomguy
Replied by WimpyDoomguy on topic The Port of the brutal doom revenant launchers
Hey, I created an account so I could try to help. You could try making altfire switch modes, and have the primary fire do the shooting, like this example I made with the pistol (only uses vanilla stuff, so you can just copy it):
Code:
ACTOR MultitoolPistol : DoomWeapon { Weapon.SlotNumber 2 Weapon.SelectionOrder 1900 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" Obituary "$OB_MPPISTOL" Inventory.Pickupmessage "fly away" Tag "bfg revenant thing" States { Ready: TNT1 A 0 A_JumpIfInventory("FireStateFly",1,"FlyReady") PISG A 1 A_WeaponReady Loop FlyReady: PISG A 0 A_ChangeVelocity(0,0,1,CVF_RELATIVE) PISG A 1 A_WeaponReady Loop Deselect: PISG A 1 A_Lower Loop Select: PISG A 1 A_Raise Loop Fire: TNT1 A 0 A_JumpIfInventory("FireStateFly",1,"FireFly") TNT1 A 0 A_JumpIfInventory("FireStateShotgun",1,"FireShotty") PISG A 4 PISG B 6 A_FirePistol PISG C 4 PISG B 5 A_ReFire Goto Ready FireFly: PISG A 0 PISG A 4 PISG B 6 A_FirePistol PISG C 4 A_ChangeVelocity(0,0,1,CVF_RELATIVE) PISG B 5 A_ReFire("FireFly") Goto FlyReady FireShotty: PISG A 4 PISG B 6 A_FireBullets(50,50,50,50,"bulletpuff") PISG C 4 PISG B 5 A_ReFire("FireShotty") Goto Ready AltFire: TNT1 A 0 A_JumpIfInventory("FireStateFly",1,"ChangeToShotgun") TNT1 A 0 A_JumpIfInventory("FireStateShotgun",1,"ChangeToNormal") PISG A 12 A_Print("Fire state: Flying") TNT1 A 0 A_GiveInventory("FireStateFly",1) Goto Ready ChangeToShotgun: PISG A 35 A_Print("Fire state: Shotgun") TNT1 A 0 A_GiveInventory("FireStateShotgun",1) TNT1 A 0 A_TakeInventory("FireStateFly",1) Goto Ready ChangeToNormal: PISG A 35 A_Print("Fire state: Default") TNT1 A 0 A_TakeInventory("FireStateShotgun",1) Goto Ready Flash: PISF A 7 Bright A_Light1 Goto LightDone PISF A 7 Bright A_Light1 Goto LightDone Spawn: PIST A -1 Stop } } Actor FireStateFly : Inventory { inventory.maxamount 1 } Actor FireStateShotgun : Inventory { inventory.maxamount 1 }

Hope this helps! I really liked your Auto Cannon.

Edit: I just realized just how screwed up this code is. Well, uh... I can't delete this post now. Sorry.
Last edit: 11 months 2 weeks ago by WimpyDoomguy.

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  • BFG Major Mike
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11 months 1 week ago #3 by BFG Major Mike
Replied by BFG Major Mike on topic The Port of the brutal doom revenant launchers
Back, thank you!

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  • YourAverageMoron
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11 months 1 week ago #4 by YourAverageMoron
Replied by YourAverageMoron on topic The Port of the brutal doom revenant launchers
The code does actually make sense, but WimpyDoomguy didn't make A_ChangeVelocity have a high enough z value, so it gets cancelled out very quickly. I'd say this is a good alternative. One flaw would be that you can't use the regular alt fire while flying, so that's a problem.

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  • DoctorBleed
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8 months 1 week ago #5 by DoctorBleed
Replied by DoctorBleed on topic The Port of the brutal doom revenant launchers
Hey mike, did you ever get this working? If so, can you share it here?

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  • BFG Major Mike
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8 months 1 week ago #6 by BFG Major Mike
Replied by BFG Major Mike on topic The Port of the brutal doom revenant launchers
I didn't :(

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